Divine Adjudicator

A Cleric Domain of magistrates that detects lies, grants advantage against undead, fiends and aberrations, and passes sentence on a group with radiant damage.

Identity

The Divine Adjudicator is the Cleric Domain of the magistrate. An Adjudicator holds a commission from their god to answer questions on the ground: whether a claim is honest, whether a crossing was lawful, whether the thing wearing a dead man's face has any standing. They sit in theocratic courts and military tribunals, and on the frontier they are often the only court there is.

Features

  • L3 Writ of Office

    You gain proficiency in the Insight and Persuasion skills. You know when a creature you can see and hear knowingly tells you a falsehood, though not what the truth is. You also know whether a creature within 60 feet is an undead, a fiend or an aberration, even if you cannot see it.

  • L7 Finding Against

    As a bonus action, you enter a finding against one creature you can see within 60 feet. Until the end of your next turn, your attacks and your allies' attacks against it are made with advantage if it is undead, a fiend or an aberration, and you add your Wisdom modifier to the first damage roll each turn against it. You can use this feature a number of times equal to your proficiency bonus, and regain all uses on a long rest.

  • L11 Spell Divinity: Summary Judgement

    As an action, you present your holy symbol and pronounce sentence. Each creature of your choice within 30 feet that you can see must make a Wisdom saving throw against your spell save DC. On a failure, a creature takes radiant damage equal to 2d8 + your Cleric level and is Frightened until the end of its next turn. An undead, a fiend or an aberration that fails the save takes double that damage and is also Restrained until the end of its next turn. On a success, a creature takes half damage and is not otherwise affected.

  • L15 Unholy Bane

    Undead, fiends and aberrations have disadvantage on saving throws against your spells. You have resistance to necrotic damage and to damage from attacks made by undead, fiends and aberrations. An undead, fiend or aberration that starts its turn within 10 feet of you cannot regain hit points until the start of its next turn.

  • L18 Avatar of the Verdict Capstone

    As an action, you pronounce a final verdict on one undead, fiend or aberration you can see within 60 feet. The creature must succeed on a Charisma saving throw against your spell save DC. On a failure, it is destroyed if its hit points are at or below half its maximum. If it succeeds, or if it fails with hit points above half its maximum, it instead takes 10d8 radiant damage and is Incapacitated until the end of your next turn. Once you use this feature, you cannot use it again until you finish a long rest.